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Author Topic: Difference between structure of mods and vanilla  (Read 1547 times)

Lcu

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Difference between structure of mods and vanilla
« on: November 15, 2014, 04:56:36 AM »

Hello, i am trying to add a faction to the game (done) and add the systems.
What i am confused about is that the regular scripts in the vanilla version and the script in the .jars of some mods (in this case i tried using SCY as a template) is different.
Why is it different? Also what file adds the planets, the sectors, and the faction who owns them in the vanilla files?
Thank you.
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Tartiflette

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Re: Difference between structure of mods and vanilla
« Reply #1 on: November 15, 2014, 05:42:39 AM »

I... wouldn't use SCY as a template: I have a lot of custom scripts like the hidden access, or the moving Tartarus, or the random location generation. When Implementing I looked after Shadowyard and the Hegemony files, and MShadowy work is very clear and clean.
We removed a lot of things from the loose files to the jar because it allow faster debugging and hotfix ingame without relaunching.

The files that create the systems are the java ones in data/scrips/world.
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Lcu

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Re: Difference between structure of mods and vanilla
« Reply #2 on: November 15, 2014, 08:48:28 PM »

Okay then, so i need to use the SectorGen file similar to vanilla?
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